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Copying //UE4/Odin-Staging to Main (//UE4/Main)
#lockdown nick.penwarden #rb Merge [CL 3118827 by Nick Whiting in Main branch]
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committed by
Nick.Whiting@epicgames.com
parent
11131c6f59
commit
63c8a665fa
@@ -1001,9 +1001,9 @@ static void SetupBasePassView(FRHICommandList& RHICmdList, const FViewInfo& View
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if (bShaderComplexity)
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{
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// Additive blending when shader complexity viewmode is enabled.
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RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA,BO_Add,BF_One,BF_One,BO_Add,BF_Zero,BF_One>::GetRHI());
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RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI());
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// Disable depth writes as we have a full depth prepass.
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_DepthNearOrEqual>::GetRHI());
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
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}
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else
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{
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@@ -1018,11 +1018,11 @@ static void SetupBasePassView(FRHICommandList& RHICmdList, const FViewInfo& View
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RHICmdList.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA>::GetRHI());
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}
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true,CF_DepthNearOrEqual>::GetRHI());
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RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
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}
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RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
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if (!View.IsInstancedStereoPass())
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if (!View.IsInstancedStereoPass() || bIsEditorPrimitivePass)
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{
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RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
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}
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